Shader "Oculus/Texture2D Blit" { Properties{ _MainTex("Base (RGB) Trans (A)", 2D) = "white" {} _linearToSrgb("Perform linear-to-gamma conversion", Int) = 0 _premultiply("Pre-multiply alpha", Int) = 0 _flip("Y-Flip", Int) = 0 } SubShader{ Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass{ ZWrite Off ColorMask RGBA CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_ST; int _linearToSrgb; int _premultiply; int _flip; v2f vert (appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } fixed4 frag (v2f i) : COLOR { #if SHADER_API_D3D11 if (_flip) { i.texcoord.y = 1.0f - i.texcoord.y; } #endif fixed4 col = tex2D(_MainTex, i.texcoord); if (_linearToSrgb) { float3 S1 = sqrt(col.rgb); float3 S2 = sqrt(S1); float3 S3 = sqrt(S2); col.rgb = 0.662002687 * S1 + 0.684122060 * S2 - 0.323583601 * S3 - 0.0225411470 * col.rgb; } if (_premultiply) col.rgb *= col.a; return col; } ENDCG } } }